Havok AI gave us an advanced Nav Mesh solution in a short cycle with absolutely great support. Rolling our own solution would have cost us more in time and resources, and increased risk for our project. I can’t really see a better choice for us than using Havok™AI.
—Chris Sherland, Lead Producer, LEGO Universe, NetDevil, Ltd.

Havok’s technology delivers convincing performance and physical interactivity in Assassin Creed II’s massive game world, allowing players to fluidly navigate the Italian Renaissance environment while enjoying breathtaking views and full freedom of control. We were impressed with what we could do. Assassin’s Creed II is an incredible game.
—Pierre Escaich, Studio Operations Director, Ubisoft

Our vision was to create action on a scale that was unlike anything that has come before. With Havok's proven technology, our development team in Japan was able to create the exciting and dynamic world in VANQUISH. Using Havok [Physics and Havok Animation] we were able to scale the interaction up to unprecedented levels and push gaming consoles right to their limits.
—Atsushi Inaba, Executive Producer and Director, PlatinumGames
Havok’s integrated character and physics technology allowed us to explore a range of new ideas and features for the characters and environments within Operation Flashpoint: Dragon Rising. Thanks to Havok’s technology and dedicated customer support, paired with our proprietary EGO development platform, we were able to create the game’s gritty, modern war experience with remarkable effectiveness.
—Sion Lenton, Executive Producer, Codemasters

Havok is an essential ingredient in what makes our games great. By consistently integrating the Behavior tools across our projects, our teams are instantly empowered to take their creativity to the next level. Games like Mercenaries 2: World in Flames™ and Saboteur™ simply wouldn’t pack the same punch without Havok under the hood.
—Josh Resnick, Co-founder and General Manager, Pandemic Studios

The Havok Behavior tool provided the Six Flags® Fun Park™ development team an opportunity to be creative while simultaneously streamlining the overall production process.
—Lewis Peterson, Chief Executive Officer, 7 Studios

We needed an art tool that allows our artists to quickly generate and visualize high quality cloth assets to enrich the Xbox 360™ and PLAYSTATION®3 environmental and character experiences. We have used Havok’s software products in several of our Triple-A titles and Havok Cloth was the clear choice.
—Christopher Dyl, Chief Technology Officer, Turbine

Havok Cloth’s animation tool set has allowed our artists the ability to control and replicate more authentic looking movement into DJ Hero. As a result, players are able to experience even more interactive and unique visuals.
—Jamie Jackson, Creative Director at FreeStyleGames

The modular design of Havok Cloth enabled us to get the technology successfully integrated quickly and easily. Havok’s technical support was excellent, and the highly intuitive and powerful art tools allow artists to quickly generate and visualize high quality cloth assets. Our overall experience with Havok Cloth on UFC 2009 Undisputed has been very positive so we intend to use Havok Cloth even more extensively in THQ’s upcoming fighting titles.
—Colin Mack, General Manager Wrestling & Fighting Games, THQ

With the use of Havok’s Destruction module we have the ability to break things in all new ways that give us a much deeper player immersion. Havok’s Destruction gives us the ability to bring down whole buildings and destroy things in more believable ways, such as shooting a tire off a car, or a door, or a hood, or incrementally destroying the whole automobile.
—Rick Raymo, Director of Game Content, Saber Interactive

DICE has a long standing partnership with Havok and we have extensively used Havok Physics on a wide range of titles and prototypes during that time. We have now made the decision to use Havok Destruction technology in Battlefield 3. DICE has been impressed by Havok’s suite of cross platform tools for the simulation of rigid body destruction. We have found that Havok Destruction gives our Art team total control over the simulation, drastically reducing production time and the cost of creating large numbers of interactive destructible objects.
—Torbjörn Söderman, Technical Director, DICE
Havok is one of the key pieces of technology which allowed us to make everything in World in Conflict dynamic and destructible. The engine's excellence in robustness and performance is paired with world class support.
—Niklas Westberg, Technical Director, Massive Entertainment
Havok's flexibility and ease of use have made it one of our cornerstone development tools and almost a recognizable 'character' within the Halo 3 engine. Its elegance and scalability mean that it adds features and value to our engine, and yet integrates seamlessly without impacting performance.
—Eamon McKenzie, Physics Engineer, Bungie Studios
The Havok physics engine in Carnival Games doesn’t just make things look good—it’s an essential part of game play. Havok’s rigid body dynamics, including collision detection, allow us to build experiences for the player that are as realistic and fun as possible. Such things as bottles collapsing and falling in the Milk Bottle Throw, and bowling balls spinning and rolling in Bowler Coaster, all leverage rigid body dynamics.
—Harley Howe, Chief Executive Officer, Cat Daddy Games

Before using Havok, we wrote scrapped and rewrote our physics system at least 3 times. Havok was easy to integrate into our engine and pipeline and is more powerful, flexible and efficient than any of our attempts had been. We have no future plans to do a project without Havok. Havok allowed us to stop spending time on core physics and concentrate on taking the physics and making it fun.
—Mark Lyons, Director of Technology, Idol Minds

We’re excited to be working with [Havok Script] to help our Studios deliver the highest quality products through iteration... we look forward to what our teams can deliver together.
—Jason Mangold, Business Manager, Microsoft Game Studios
[Havok Script] solves many of the pain points with Lua (memory, performance, GC, debugging, profiling, etc) and allows us to maximize the benefits of implementing a scripting solution.
—James Loe, Principle Engineer, Gas Powered Games
We’re excited to be working with [Havok Script] not only because today’s product hits the nail on the head regarding enabling designer driven scripting in game development, but equally exciting in Kore’s longer term product road map that gives me confidence we are working with THE thought leaders in this space.
—Chris Southall, CTO, Sega of America
Scripting is a key element to modern game design. If you’re using script, you’d be crazy not to use [Havok Script].
—Artem Kulakov, CTO, The Creative Assembly
Scripting is a vital tool, massively reducing iteration time. [Havok Script] enables this with the best performance we’ve seen to date.
—Tim Rance, CTO, Lionhead Studios

Havok has always offered exceptional support to the Space Marine team. The recent expansion into engine optimization has made Havok an even more valuable partner. Havok’s low-level platform expertise enabled for an immediate impact on our engine.
—Jerry Edsall, Principal Engineer, Relic Entertainment
Since we started using Havok Physics, their support has been very well organized and professional and they have helped the Remedy team a lot during the physics engine integration. We have achieved a high degree of customization in a short time-frame while implementing widespread collision detection and character controllers for the game. We are very happy with the performance, too, and the integration of new features is generally easy. We are confident that Havok will save us lots of time and money further down the road. So far we are only scratching its very surface.
—Markus Stein, Remedy

We chose Havok due to the ease of integration into our existing BioShock 2 code across multiple platforms. The Havok team also provided terrific support as we implemented their technology to enable immersive and realistic game play.
—Alyssa Finley, Executive Producer of Bioshock 2, 2K Marin

Havok is a professional organization from its engineering and support to sales and contracts. We’ve always appreciated Havok's willingness to listen and work with us on serious and sophisticated commercial and technical issues. Havok goes the extra mile to understand the complexities of our business and the challenges development teams face.
—Pierre Escaich, Studio Operations Director, Ubisoft

By incorporating Havok technologies into our development process at Turbine, our creative teams can focus on what’s important to our players: better gameplay and rich, organic characters and worlds. Havok’s easy code integration and implementation, and its high level of customer support will provide Turbine with the tools we need to maintain the continued success of our current and future titles.
—Chris Dyl, Turbine

Havok has long been considered the premier physics engine in the AAA games space. We are delighted that Havok has listened to the needs of the game development community and designed a solution that allows the “budget conscious” developer to take advantage of their products as well. Havok is not only the best technical solution, but also a great business partner. We look forward to creating many wonderful games with help from Havok.
—Jose Sanchis, Managing Director, Lexis Numerique
A key part of Cohort's business strategy revolves around the concept of 'Partners in Development' - working together with other key players in the games industry to help manage cost and risk. With this in mind, we're extremely excited to have joined Havok's Independent Developer Program. By gaining access to Havok's entire suite of technologies, we'll be able to turn around concept demos and prototypes in much shorter timescales, at less financial risk, and expand our cross-platform expertise in the process.
—Lol Scragg, CEO, Cohort Studios

Dynamic simulation is becoming an increasingly important part of our production pipeline, with directors and audiences demanding greater realism and more complex interaction. We have chosen Havok as the basis for our in-house physics system. Havok's collision system is extremely fast and stable, allowing us to simulate large numbers of objects with relative ease, making it possible to achieve results that would have been nearly impossible without it.
—Ben Cole, Software Engineer, Moving Picture Company
Xperia™ PLAY is not only a fantastic smartphone on the latest Android™ platform, it also offers the best mobile gaming experience available. We are very pleased to be working with Havok to bring new levels of cinematic and immersive gaming experiences, never before seen on smartphones, to the Android™ platform.
— Steve Walker, Head of Marketing, Sony Ericsson
Alan Wake is a new experience in gaming, merging realistic animation with interactive game play on a scale not seen before. Havok Physics was deeply integrated into our tool chain and in-house engine to maximize its full potential. By harnessing the full power of the Xbox 360 hardware, our engine and Havok’s solution allows us to deliver fully on our ambition for Alan Wake. We’re confident gamers will be enthralled as they unlock the mysteries of Bright Falls and explore Alan Wake’s intriguing surroundings.
—Markus Mäki, Development Director, Remedy

Using the Havok Physics system allows us amp up the force in unexpected ways in Star Wars: The Force Unleashed—it’s an important part of our focus on the simulation-based gameplay rather than relying solely on reactions.
— Haden Blackman, Project Lead, LucasArts

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